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June 25, 2017
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Updates » Production
Developing Ultimate Epic Battle Simulator's large-scale carnage
by Joel Couture [04.26.17]
Robert Weaver's sandbox game needed an engine that could render tens of thousands of combatants. "There really aren't any engines that support battles on that scale," he says.
Console/PC, Indie, Design, Production, Video

Given unlimited money and time, 'What Remains of Edith Finch probably never would have come out'  
by Alex Wawro [04.25.17]
"Or it would have been some strange, hopelessly delicate monstrosity," added creative director Ian Dallas in a recent Reddit "Ask Me Anything" session. "I'm very happy with the way things turned out."
Indie, Production

Take-Two prods mod team to stop trying to recreate Red Dead Redemption in GTA V 1
by Alex Wawro [04.24.17]
After reportedly being contacted by representatives of Rockstar parent company Take-Two Interactive, a team of modders are canning†their ambitious efforts to recreate one Rockstar game inside of another.
Console/PC, Production

Video Game Deep Cuts: Deus Ex's China Lineage 1
by Gamasutra Staff [04.23.17]
This week's highlights include a classic Deus Ex postmortem, making Steam games successful in China, and the surprise smash hit Lineage 2 mobile game, among other things.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Video: A postmortem look at the making of Spelunky HD  
by Staff [04.20.17]
At GDC 2011, Derek Yu and programmer Andy Hull talk about the process of revamping Spelunky for consoles, in the process shedding some light on how the procedurally-generated game is built.
Indie, Art, Design, Production, Video, Vault

Get a job: Schell Games is hiring a Game Producer  
by Staff [04.20.17]
Schell Games is looking for an experienced producer who is passionate about game production and leadership to join its development team in Pittsburgh, Pennsylvania.
VR, Production

How can a bad localization detract from an otherwise great game? 2
by Alissa McAloon [04.20.17]
'This isnít how people speak, itís how people write dialogue.' Freelance translator Molly Lee explains how sloppy localization can do more than just mess up a few lines of in-game dialogue.
Console/PC, Production

Don't Miss: Designing for mystery in Kentucky Route Zero 1
by Staff [04.20.17]
Take a look back at this talk from Cardboard Computer's Jake Elliot about how and why the studio's development approach evolved to focus on creating mystery, rather than puzzles.
Console/PC, Indie, Programming, Art, Audio, Design, Production

Designing Conan Exiles' beautiful barbaric gameplay
by Chris Kerr [04.20.17]
"People can be a murderer by night in these games. They can run around killing everyone they see on sight, and in real life they're the sweetest people in the world. You know, for them it's just fun."
Design, Production, Business/Marketing, Video

IGDA and Microsoft launch $5K gaming and disability scholarship
by Chris Kerr [04.20.17]
The IGDA has launched a $5000 gaming and disability scholarship with the support of Microsoft.†
Programming, Design, Production

Steam games in China: Making the most of a lucrative opportunity 3
by Chris Priestman [04.20.17]
China is an enormous and potentially lucrative market on Steam. Here are some tips and insights that can help you to access this untapped audience.
Console/PC, Indie, Art, Audio, Design, Production, Business/Marketing

Video: Warren Spector's postmortem of Deus Ex  
by Staff [04.19.17]
At GDC 2017 game dev veteran Warren Spector delivers a postmortem talk on Deus Ex, Ion Storm's seminal immersive sim, and reflects on what he learned from the experience of making it.
Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

Blog: Earned Value Management in game development 5
by Gamasutra Community [04.19.17]
This article aims to demystify Earned Value Management and explain how the system can be used to control the development process.
Production

HTC releases Vive Tracker project code and developer tutorials
by Chris Kerr [04.19.17]
HTC has released the code for five Vive Tracker projects to help virtual reality devs get to grips with the new accessory.
VR, Programming, Production

Don't Miss: The challenges and rewards of designing local multiplayer games 12
by Phill Cameron [04.17.17]
We talk to the developers of Super Pole Riders, Overcooked and Spaceteam about the appeal of developing a local multiplayer game, and the benefits over taking your game online.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production

Video Game Deep Cuts: Hearthstone's Zero Dawn Shodown  
by Gamasutra Staff [04.16.17]
This week's VGDC highlights include the making of a Hearthstone card, a couple of neat Horizon: Zero Dawn video pieces, and behind the scenes on seminal 2D fighting game Samurai Shodown.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Double Fine founder Tim Schafer has some advice for indie devs  
by Alissa McAloon [04.14.17]
In an interview with Glixel, Tim Schafer talks about setting your own milestones, the allure of difficult games and why he warns every indie dev he meets that "shipping games sucks."
Console/PC, Indie, Design, Production

What does Scorpio mean for developers? Gamasutra staff weighs in 4
by Gamasutra staff [04.14.17]
"What we're seeing is a major console maker acknowledging that the PC, more than the PlayStation or the Switch, is its primary competitor right now."
Console/PC, Production, Business/Marketing

Blog: Creating a game that appeals to Youtubers 4
by Gamasutra Community [04.13.17]
A blog post detailing our experiences as we attempted to create a game that would appeal directly to Youtubers.
Design, Production

Slow Game Jam aims to fuel creativity by canning crunch
by Chris Kerr [04.12.17]
"The jam was anti-crunch, asking jammers to relax and allow themselves to be playful and creative. To begin, we†asked them to imagine they were musicians in a living-room, jamming a tune together."
Programming, Design, Production